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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_NalHutta_Kidnapping.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_NalHutta_Kidnapping.lua $
--
-- Original Author: Jeff Stewart
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
require("PGStoryMode")
--
-- Definitions -- This function is called once when the script is first created.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
StoryModeEvents =
{
NalHutta_Kidnapping_Mission_Begin = State_NalHutta_Kidnapping_Mission_Begin,
NalHutta_Kidnapping_Mission_Speech_Line_00_Remove_Text = State_NalHutta_Kidnapping_Mission_Speech_Line_00_Remove_Text
}
underworld = Find_Player("Underworld")
rebel = Find_Player("Rebel")
empire = Find_Player("Empire")
hutts = Find_Player("Hutts")
camera_offset = 135
mission_started = false
got_target = false
victory_triggered = false
end
function State_NalHutta_Kidnapping_Mission_Begin(message)
if message == OnEnter then
mission_started = true
-- make only minor tweaks to the script below... --
--current_cinematic_thread = Create_Thread("Intro_Cinematic")
Lock_Controls(0)
urai = Find_First_Object("URAI_FEN")
Point_Camera_At(urai)
Story_Event("TEXT_SPEECH_UW_CLD_01")
Story_Event("ADD_OBJECTIVE_00")
Story_Event("ADD_OBJECTIVE_02")
--Story_Event("TEXT_SPEECH_UW_CLD_01")
home = Find_Hint("STORY_TRIGGER_ZONE", "home")
--MessageBox("begin")
target_list = Find_All_Objects_With_Hint("target")
target = target_list[1]
Register_Prox(target, Prox_TargetSurround, 75, underworld)
target.Highlight(true)
target.Prevent_AI_Usage(true)
target.Guard_Target(home)
target.Change_Owner(Find_Player("neutral"))
--MessageBox("end")
-- 9/19/06 JAC - We need this even if we're not doing a cinematic intro
-- otherwise the Master Volume will be stuck at 0
Start_Cinematic_Camera()
End_Cinematic_Camera()
Fade_Screen_In(1)
Letter_Box_Out(0)
end
end
function Prox_TargetSurround(self_obj, trigger_obj)
if trigger_obj.Get_Owner() == underworld then
Story_Event("COMPLETE_OBJECTIVE_00")
if TestValid(target) then
target.Highlight(false)
got_target = true
end
self_obj.Cancel_Event_Object_In_Range(Prox_TargetSurround)
end
end
function End_Sequence()
Suspend_AI(1)
Lock_Controls(0)
-- Create_Cinematic_Transport(object_type_name, player_id, transport_pos, zangle, phase_mode, anim_delta, idle_time, persist,hint)
landing = Find_Hint("STORY_TRIGGER_ZONE", "landing")
transport = Create_Cinematic_Transport("Underworld_Hero_Shuttle_Landing", underworld.Get_ID(), landing, -135, 1, .25, 5, 0)
player_list = Find_All_Objects_Of_Type(underworld)
for i,unit in pairs(player_list) do
if TestValid(unit) then
unit.Move_To(landing)
end
end
end
function Story_Mode_Service()
if mission_started then
urai = Find_First_Object("URAI_FEN")
if not TestValid(urai) then
--MessageBox("Hero Killed")
Story_Event("FAIL_OBJECTIVE_01")
rebel_list = Find_All_Objects_Of_Type(rebel)
empire_list = Find_All_Objects_Of_Type(empire)
hutt_list = Find_All_Objects_Of_Type(hutts)
if TestValid(rebel_list[1]) then
Story_Event("VICTORY_REBEL")
end
if TestValid(empire_list[1]) then
Story_Event("VICTORY_EMPIRE")
end
if TestValid(hutt_list[1]) then
Story_Event("VICTORY_HUTTS")
end
end
--target_list = Find_All_Objects_With_Hint("target")
--target = target_list[1]
if not TestValid(target) then
--MessageBox("Target Killed")
Story_Event("FAIL_OBJECTIVE_00")
rebel_list = Find_All_Objects_Of_Type(rebel)
empire_list = Find_All_Objects_Of_Type(empire)
hutt_list = Find_All_Objects_Of_Type(hutts)
if TestValid(rebel_list[1]) then
Story_Event("VICTORY_REBEL")
end
if TestValid(empire_list[1]) then
Story_Event("VICTORY_EMPIRE")
end
if TestValid(hutt_list[1]) then
Story_Event("VICTORY_EMPIRE")
end
end
end
if mission_started and not victory_triggered then
-- define mission objective here --
objective_list1 = Find_All_Objects_With_Hint("objective1")
base_shields1 = table.getn(objective_list1)
objective_list2 = Find_All_Objects_With_Hint("objective2")
base_shields2 = table.getn(objective_list2)
-- begin this bit will change per the mission objective --
if base_shields1 < 1 or base_shields2 < 1 then
Story_Event("COMPLETE_OBJECTIVE_02")
if got_target then
Story_Event("ENDMISSION_VICTORY")
victory_triggered = true
Create_Thread("End_Sequence")
end
end
-- end this bit will change per the mission objective --
end
end
-- make only minor tweaks to the script below... --
function State_NalHutta_Kidnapping_Mission_Speech_Line_00_Remove_Text(message)
if message == OnEnter then
--Story_Event("ADD_OBJECTIVE_00")
--Story_Event("ADD_OBJECTIVE_02")
end
end
function Story_Handle_Esc()
if current_cinematic_thread ~= nil then
Thread.Kill(current_cinematic_thread)
current_cinematic_thread = nil
Create_Thread("End_Camera")
end
end
function End_Camera()
Transition_To_Tactical_Camera(6)
Sleep(4)
Letter_Box_Out(2)
Sleep(2)
Lock_Controls(0)
End_Cinematic_Camera()
Suspend_AI(0)
Story_Event("TEXT_SPEECH_UW_CLD_01")
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic ()
Suspend_AI(1)
-- define mission hero here --
urai = Find_First_Object("URAI_FEN")
Point_Camera_At(urai)
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
Transition_Cinematic_Camera_Key(urai, 0, 50, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(urai, 0, 0, 0, 7, 0, urai, 0, 0)
Transition_Cinematic_Camera_Key(urai, 5, 50, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while camera_offset > 0 do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(urai, 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
camera_offset = -45
end
Sleep(4.5)
end
current_cinematic_thread = nil
Create_Thread("End_Camera")
end